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Topics - ∫tan x dx

#1
Other Projects / NeoLemmixSharp
March 01, 2025, 11:46:18 AM
Hi all!

For some time now I've been working on a new lemmings engine. I'd like to introduce NeoLemmixSharp!

NeoLemmixSharp is designed to be a "superset" of the features of regular NeoLemmix. The engine is intended to be backward compatible with NeoLemmix, aiming for 99.9% compatibility. That is, the intention is that the vast majority of existing NeoLemmix levels should play identically in the new engine, and the few that do not are hopefully easy to tweak.
In addition to the features expected of NeoLemmix, a greatly expanded feature set is planned. These features draw inspiration from various sources, including lots of concepts from Lemmings Revolution.

This is a completely new engine written in C#. The project is very much still in development; even the name "NeoLemmixSharp" is temporary!
I've attached a design doc outlining some of my plans for the engine.

I intend for development of this new engine and its various features to be driven by the community. Feedback, suggestions and contributions are welcome!

Github repo

Let me know what you think!
#2
NeoLemmix Main / Music - Trolls (CD32)
February 25, 2022, 09:46:34 PM
Hi all!

Here's a selection of music that you might find useful for lemmings!
https://www.dropbox.com/s/rn5bgl9fn797o20/Trolls_CD32.zip?dl=1

These tracks come from an old game for the amiga (specifically the CD32 version), named Trolls!
Trolls was a bright and colourful 2D platformer based around those old troll dolls that were popular in the nineties. The gameplay saw the titular troll jumping around the level rescuing cute little baby trolls.
This was another childhood favourite of mine, though I never actually managed to complete the game... :P

There's more info about the game here:
https://www.lemonamiga.com/games/details.php?id=2266

The music tracks themselves are also bright and cheerful, and I think they might lend themselves nicely to lemmings.

Here's a youtube playlist I found for you to preview the tunes. I also have these tracks available as mp3s if anybody happens to be interested.
https://www.youtube.com/playlist?list=PLFEDAA42AD7E9BB2E


Enjoy! :thumbsup:
#3
As the title suggests, the number of buttons in a given level should be displayed. If a level does not feature any buttons, then this information is simply omitted.

I propose three places where this information would be located:

  • Level select screen - In addition to lemming counts, skill counts and other requirements, an icon for buttons would also be present with the appropriate number next to it.
  • Level preview screen - Similar to above, the extra button requirement would also be displayed.
  • Ingame info bar - The small part of the UI dedicated to lemming counts and the timer could also be used to display a button count. I propose it would act as a kind of fraction that updates when a button is pressed, i.e. "0/3", "1/3", etc.
#4
Consider a special talisman item that can be placed within a level. If a lemming collects this item, similarly to collecting a pickup or activating a button, then this satisfies a talisman criteria.
The criteria itself may be defined as "Collect [N] talismans".

The object itself would have no impact on gameplay, other than encouraging players to go out of their way to find a solution which sees the item being collected.

This opens up possibilities for level creators to encourage "thinking outside of the box" when it comes to interesting (but totally optional) solutions.

From a certain viewpoint, this is already technically possible. Consider one or more cloner powerups placed at certain points around a level. If the normal save requirement is, for instance, "Save 50/50", then a talisman may require "Save 53/50". However, such a solution may cause unintended backroutes due to the power of the cloner skill. Further, if a level already has all its skill slots used up, then this is infeasible.
#5
As mentioned in the title, this is an idea for a talisman criteron.

When the level ends, either by all regular lemming exiting or otherwise dying, a check is made to see if any zombies remain alive. If all are dead, the talisman is awarded.

Since the nuke option also kills all zombies, the nuke would presumably disable the win criteria. Unless it is possible to determine that all zombies have been killed before the nuke is used?
#6
A thought came to me one day while I was creating a level using the orig_fire tileset. Specifically, I had placed a vertical line of the flamethrower hazards, and while playtesting I thought "Wouldn't it look cool if those flamethrowers were staggered, instead of all firing at once?"

What I am suggesting is an ability to offset the initial frame of constantly animating objects, such as fire hazards, water hazards, traps with animated idle states, and exit animations.
This should have absolutely no impact in gameplay (i.e. clear physics); it would merely be a cosmetic change.

My idea will of course require changes to the level save format, requiring an extra (optional?) piece of information to specify the frame offset.
But I imagine that it should be easily backwards compatible: if an item does not specify this extra piece of info, then it is treated as having no offset - the item plays from frame 0 as usual.

I would love to hear feedback/ideas/criticisms. :)
#7
NeoLemmix Levels / All Hallows Eve (2019)
October 06, 2019, 02:34:45 PM
Greetings to all you Spooks and Specters!

To accompany the release of Halloween Lemmings, my brother and I have created a level pack using the style.

https://www.dropbox.com/s/75rkx6c7iowm7xl/All_Hallow%27s_Eve.zip?dl=1

You can get the style here: https://www.lemmingsforums.net/index.php?topic=4447.0

There are two ranks: Child's play and Hellraiser, each with nine levels.
Difficulty ranges from slightly tricksy, to pure evil! :devil:
Some of the levels have talismans. See if you can solve them all!

A set of solutions is also attached.

This pack comes with its own menu screen. Also included is a set of alternate menu graphics, which my brother has created for you to use in your own creations. The files can be found within the level pack folder.
In addition, this level pack comes with its own special music tracks. See the style post for details.

Feedback, criticisms and comments are appreciated as always.

We look forward to seeing the inevitable backroutes to these levels. ;)

Enjoy!
#8
NeoLemmix Styles / Halloween Lemmings
October 06, 2019, 02:34:23 PM
Greetings to all you Ghosts and Ghoulies!

T'is the season for thrills and chills! To honour this month of terror, my brother and I have collaborated on yet another style set for NeoLemmix.

I am please to present Halloween Lemmings: quite possibly the spookiest style yet! :evil:

Haunted houses, ghostly apparitions, spooky skeletons, and of course - pumpkins galore!
This style comes with its own music and sound effects. See installation details below for more info.

Get the style here: https://www.dropbox.com/s/j1xirhgxbf8bgwy/All_Hallows_Eve.zip?dl=1

To accompany this style we have created a level pack, which can be found here:
https://www.lemmingsforums.net/index.php?topic=4448.0

Installation details:
Spoiler

The zip file contains various assets required for the style and accompanying level pack. Installation should be simple enough, but here are instructions anyway.

Contents should be as follows:
dex_halloween - This is the style and needs to be put in the NeoLemmix styles folder.
music - put the contents of this file into the NeoLemmix music folder.
sound - put these in the sound folder.

Note: some of the background music is from Bill's Tomato Game. See this thread for more info: https://www.lemmingsforums.net/index.php?topic=4404.0
Some of the levels also use assets from another of our styles - Chalkboard Lemmings. You can get that style here: https://www.lemmingsforums.net/index.php?topic=4214.0

Music/sound credits:
Spoiler

Credit to Kevin Macleod for his rendition of Danse Macabre
https://incompetech.com/

Various musics from Bills Tomato Game (Psygnosis, 1992)

MIDI rendition of Spooky Scary Skeletons by LyricWulf
https://lyricwulf.com/songs/
(Spooky Scary Skeletons originally by Andrew Gold)

'It is a mystery' song is Happy H Christmas, by Thomas Mogensen

Various sound effects taken from https://freesound.org

Feedback, criticisms and comments are appreciated as always.

Let's see what ghastly levels you can think of!

Enjoy!

EDIT - Updated this style to be compatible with the new pickups!
#9
Teleporters lose their linked status upon using undo.

This occurs on all teleporter types.

Neolemmix editor V1.14
#10
NeoLemmix Main / Bill's tomato game ost for NeoLemmix
September 20, 2019, 03:15:25 PM
Hi all!

First, some background. Like many of you, I grew up on the Commodore Amiga, and one game in particular (except for lemmings, of course) always stuck in my mind: Bill's Tomato Game.

This peculiarly named game was developed and published by Psygnosis, and released in 1992 for the Amiga and Atari ST. The gameplay revolved around transporting a tomato around a level using platforms and fans placed by the player. It is vaguely reminiscent of lemmings, I suppose?

No doubt some of you are familiar with this game. But for those who aren't, here's a link to a longplay:
https://youtu.be/XNyMyfptN14

Anyway, this game had some pretty decent music. Music that I believe would fit into lemmings with reasonable ease.

So, I've uploaded a bunch of .ogg files of each of the ingame background musics, for your perusal.

Get the tracks here: https://www.dropbox.com/s/zppkb5ygpsccfig/BillsTomatoGameBGM.zip?dl=1

The tracks are full of midi goodness, although some tracks may be a little harsh on the ears.

It should be noted that, for some reason, the left/right music channels of each track are completely separate. That is, the left speaker and the right speaker actually play completely different parts of the track. This is completely intentional; the music was created like this. It still sounds good though, with left and right harmonizing nicely.

Each of the tracks are grouped into themes, with two tracks for each theme:

Death - Spooky and chilling. I'm thinking zombies? ;)
Dino - Quite generic really, and probably very versatile. They vaguely remind me of the Oh No Lemmings swamp style.
Egypt - Because one can never have too many Egyptian style musics! Extremely funky as well.
Future - Upbeat and energetic. They fit their themes well, evoking a sense of weird techno stuff.
Jungle - Skulking through caves and forests, anyone?
Machine - Mechanical clankings and dangerous contraptions.
Orient - Heavily inspired by 'oriental' music. These tracks are a bit more niche, but may still suit some levels?
Psych - Somewhat generic and 'odd'. The second track is more energetic while the first is just kind of weird. Still good, though.
Toyland - Light hearted and a bit silly. These might work well with a Lemmings 2 circus level.
Water - Dripping water and whirring turbines. Need I say more?

Let me know what you think! :thumbsup:
#11
NeoLemmix Levels / Renaissance Lemmings
May 23, 2019, 09:52:11 PM
Hey everybody!

A collaboration between my brother and I, we are proud to present Renaissance Lemmings.

https://www.dropbox.com/s/q9ojlsfqvrc470r/Renaissance_Lemmings.zip?dl=1

This pack of ten levels was made to exhibit the new style of the same name.
In order to play these, you'll have to install the style as well.
You can get the style here:
https://www.lemmingsforums.net/index.php?topic=4237.0

Both of us have created five levels each.

tan x dx:
Jack be nimble, Jack be quick
Meet me on the balcony
The Crypt
As above, So below
Ten Green Bottles

Dexter:
Hickory Dickory Dock
Bombing Run
Triptych
Claustro
Uneasy Alliance

Also attached are the solutions for each level.
Let us know what you think!

Enjoy! :thumbsup:

Update 1:
Spoiler


  • Hickory Dickory Dock: Repositioned the gears and added a metal plate at the entrance to prevent digging down.
  • Jack be Nimble: Removed an unnecessary stoner.
  • Bombing run: Made table legs thicker to prevent bombing through it, moved the glider to a powerup at the end of the level.
  • Meet me on the balcony: Moved some steps lower to prevent building up, replaced the (unnecessary) spider trap with the entrance. Also tweaked save amount and skill counts slightly.
  • Triptych: Added a metal plate in the second panel to force the third panel's lemmings to be more involved with the solution.
  • The Crypt: Added some gears to prevent building over the trap, and removed some hanging ropes.
  • Claustro: Rotated the one-way arrows to thwart miners.
  • As above, So below: Placed the entire level on a rack, and stretched it. ;)
  • Uneasy Alliance: No changes.
  • Ten Green Bottles: Removed a single cork... Hopefully this will throw a wrench into some cheeky solutions...

Update 2:
Spoiler


  • Hickory Dickory Dock: Increased the number of lemmings to save by one. Replaced the builder powerup with a cloner powerup (forcing you to collect it).
  • Meet me on the balcony: Changed the right wall slightly to prevent climbing. The bottom entrance now faces left.
  • Claustro: Repositioned powerups.
  • As above, So below: Reworked level by changing terrain, skills and save amount.
  • Ten Green Bottles: More changes to those rascally corks...

Update 3:
Spoiler


  • Updates style to the new pickup formats. Don't forget to update the style to the latest version!
#12
NeoLemmix Styles / Renaissance Lemmings
May 23, 2019, 09:50:00 PM
Hey everybody!

Following on from Chalkboard lemmings, my brother has created another style: Renaissance Lemmings.

A trip through the workshop of a renaissance inventor, the lemmings must traverse through a variety of clockwork traps and crumbling bookshelves.

https://www.dropbox.com/s/ruqf7fjaes3h8iv/dex_davinci.zip?dl=1

To coincide with the release of this style, my brother and I have created an accompanying level pack.
You can get the level pack here:
https://www.lemmingsforums.net/index.php?topic=4238.0

Under the spoiler are some previews of the levels in the pack.
Full album here https://imgur.com/a/B2YwVVQ

Comments and feedback are much appreciated as always!

Enjoy! :thumbsup:

Spoiler

Hickory Dickory Dock


As above, So below


Bombing Run


Uneasy Alliance


Update 1:

  • Fixed the hitbox of the water to extend 1 pixel below the graphic.
  • Added In/Out signs to the teleporter entrance/recievers

Update 2:

  • Updated the pickup sprites to include shimmiers.

Update 3:

  • Updated the pickups to be compatible with the new formats. Don't forget to get the updated versions of each level!
#13
NeoLemmix Styles / Chalkboard Lemmings
May 12, 2019, 02:22:06 PM
Hi everybody!

I am excited to announce a new level style pack: Chalkboard Lemmings!

This style sees lemmings re-imagined as colourful doodles on a blackboard.
With silly drawings and an entire alphabet of terrain and symbols, this style is versatile and may even find use in conjunction with other styles!
The style comes with two backgrounds and pale, wispy sprites for the lemmings themselves.

Chalkboard Lemmings was created by my brother, and I am uploading it here with his permission.

Also attached is a small pack of three levels made with the style:

Back to the drawing board
https://i.imgur.com/ptFjEZ8


Let's play hang lem!
https://i.imgur.com/AAg0wvS


Doodling in math class
https://i.imgur.com/SrNbrpN


Feedback and comments are much appreciated!

Enjoy! :thumbsup:

Edit: Updated the style to fix missing shimmier sprites.
#14
NeoLemmix Levels / Integral Lemmings
September 19, 2018, 09:32:46 PM
Hi all. I'm a long time fan of the lemmings series and I'd like to present you with my first level pack!

Integral Lemmings

This is a pack for the latest version of NeoLemmix (V12.03.01). It consists of two ranks, each with ten levels.
The rank Epsilon levels use the classic skillset whereas the Delta levels use some of the new features and skills that NeoLemmix provides.
The two ranks are of roughly equal difficulty, and the levels in each pack get progressively harder.

Download Integral Lemmings V5 here!
https://www.dropbox.com/s/xgorllnqhaf14qz/IntegralLemmingsV5.zip?dl=1

Changelog for version 2:
Spoiler

- Set most levels to have infinite time available, except for those levels where time is a factor.
- (Hopefully) Fixed some backroutes in Epsilon 2 and 4
- Changed the platforms in Epsilon 6 to remove a backroute
- Modified the talisman challenge in Epsilon 8 (should be a bit trickier for some of the veterans out there! :evil:)
- Tweaked Epsilon 10 slightly
- Reworked Delta 8 to improve the challenge
- Moved the exit platform in Delta 9 to reduce building time.

Changelog for version 3:
Spoiler

- (Hopefully) Fixed some more backroutes in Epsilon 2, 4 and Delta 1 ;)
- Lowered the platforms in Epsilon 6 to make the intended solution clearer
- Lowered the lemming count in Delta 3 from 40 to 20 (no actual change in solution, just fewer lemmings)
- Tweaked Delta 6 to remove a few unintended level tactics. Also made explicit the traps and their activation areas

Changelog for version 4:
Spoiler

- Added a new Alpha rank!
- Removed all music specifications for Epsilon + Delta rank levels.
- Moved the snow levels in Epsilon + Delta nearer to the top, to account for their relative easiness.

No gameplay changes have been made to any Epsilon or Delta level - all solutions and replays are still the same.

Changelog for version 5:
Spoiler

The Locked Room Mysteries - Changed the save requirement to 30/40. Added a talisman for saving all 40 lemmings.
Unfriendly Neighbours - Made the middle platform thinner to make the top route more attractive. Added a talisman for saving 40 lemmings.
Crowd Control - Reduced lemming counts to save 38 of 40 lemmings. Added a talisman for saving 39.
Thick and Thin - Added a talisman for 100%. Adjusted terrain at the rightmost part of the level. The majority of the level should play the same, but the last part may be broken.
A Sorting Problem - Swapped the slider/swimmer hatches. Moved the lower right exit slightly more to the right to prevent a possible backroute.
The Big Dig - Reworked the terrain in the middle of the level to encourage interesting solutions. ;)
Equivalent Exchange - Removed some terrain at the right side of the level to prevent a backroute. Added some terrain to the left side. Lowered the save requirement.
Fun with Lasers - Adjusted terrain near the left exit.
Escape from Zombie Island - Adjusted terrain near the leftmost entrance. It now requires a minimum of seven diggers to tunnel through that piece of terrain! :evil:

A different kind of problem - Adjusted terrain near the third entrance to allow for greater control over the splat height. This will most likely break replays!

Feedback, suggestions, comments and criticisms are appreciated!

Enjoy!